12 Comments

jocomotion11/22/2018, 9:20:48 PM4 votes

Passive, one of two choices Masochism

  • option A: Mundo gains Damage reduction and AD the lower her health is taken by champion combat (including self inflicted damage). While out of combat Mundo looses the bonuses he’s gained and begins regenerating a SMALL % of his missing health every second.

  • option B: whenever mundo is damaged by a large/ epic monster or a champion he regenerates a % of his missing health over 3 seconds. This healing can not surpass y% of the damage taken.

Q: infected cleaver

  • keep the same. Maybe have the slow scale with level (evening out by rank 5) but that’d be all.

W: three options. All three would work with passive, all three would deal WAY more damage but at a way higher cost, and all three aren’t toggled like the current W.

  • option A: mundo lights himself in a burst of fire, cleansing any CC and gaining huge tenacity and slow resist for the next x seconds (very short). Enemies around mundo during the initial ignition take a small burst of magic damage. Anyone else around him takes a small amount of damage over the duration as well.

  • option B: Mundo lights himself on fire, gaining movespeed and dealing high magic damage around him and leaving behind a trail of fire. Enemies mundo stays next or who stand in the trail for x seconds become feared

  • option C: mundo lights himself on fire, gaining HUGE movespeed, tenacity, slow resist and magic damage around him over time, but loosing the ability to auto attack for the duration.

E: 2 options

  • option A: mundo lurches forwards, knocking back all enemies hit in a small area in front of him. (Think Kindred dash range and Ornn brittle auto knock back, tiny dash, tiny CC). This dash can not go through walls, but can destroy player made terrain. Damage scales with health and AD.

  • Option B: mundo stops holding back, gaining bonus AD scaling with HP for X seconds. Damage mundo takes over the duration increase this AD amount

R:

  • Same, but remove the movespeed and cleanse anti-healing effects for 1 second. (Can be re-applied afterwards)

Edit: the options are arranged in most favored to least favored.

XxxLumberJackxxX11/23/2018, 2:00:57 AM4 votes

I'd only keep the q and w. I fucking hate his e and how riot is constantly fucking wut it. It's a boring stat stick but its the only way they ever buff him.

Mundo is a giant rage monster, I'd probably give him some form of rage mechanic.

Passive- When mundo damages an enemy he marks them as an annoyance. Marks grant mundo rage. Max stacks trigger a %hp shield.

E- Rage stacks grant movespeed. Active-When mundo has at least 3 stacks his next aa causes him to jump to his target within 550 unit range. Target is feared for a short time.

R- mundo deals %current hp in an aoe Damage dealt to champions is healed back over 10s, not affected by grievous wounds.

Laurënt11/23/2018, 2:44:30 AM3 votes

Passive: Masochism

  • At full health, Mundo receives -40%(20%) base health regen (decrease per level). When Mundo drops below 50% health, he receives +60%(80%) base health regen (increase per level) which lasts until he regenerated 90% of his missing health.
  • If Mundo takes damage equals to 50% of his health within 3 seconds, Mundo gains Adrenaline Rush
  • Adrenaline Rush: Mundo immediately gains 50% of his current missing health, and 50% damage reduction for 3.75 seconds. Mundo does not regen health while under Adrenaline Rush. 60 seconds cooldown. (Override item 3053's Lifeline Passive, putting both on cooldown)

Q: Chained Cleaver

  • First cast: Mundo throws a chained cleaver in a target direction, dealing magic damage (7.5%-12.5% of target's current health) to the first enemy it hits. The cleaver sticks on its target for 3 seconds, slowing them for 25% and applies grievous wound for the entire duration.
  • Second cast: Mundo pulls the target a fixed distance toward him, removing the applied slow and grievous wound debuff and dealing magic damage (7.5%-12.5% of target's current health). If the target is killed by the pull, Mundo gains a small amount of health back.

W: Burning Agony

  • Mundo engulfs himself on fire, gaining a temporary shield that burns surrounding enemies for 10 seconds. If the shield is broken before the 10 seconds end, surrounding enemies take a small burst of damage and Mundo receives that same amount of burst damage as damage over time for the rest of the duration.

E: Overkill

  • Mundo's basic attacks apply a mark to the target which stacks up to 5 times. Pulling a marked target will deal an additional amount of damage, based on stacks (maximum of 3 stacks). At 5 stacks, the target is feared for .25 seconds. Attacking another target resets stack counter. Each target has an internal cooldown of 12 seconds before getting feared again.

R: Chemical X

For a few seconds, Mundo gains additional flat health and base attack damage as well as some special passive abilities:

  • Acceleration: Mundo is able to move through units, gaining a small burst of movement speed that decays after 1 second.
  • Clairsentient: Mundo senses the areas around him, enemies within nearby fog of war are outlined and are only visible to Mundo.
  • Deep Cut: 30% of damage taken is converted to true damage taken over time instead.

Mundo cannot purchase item 3046 and item 3812.

Talk no Jutsu9911/23/2018, 2:21:05 AM2 votes

step 1: make him gay step 2: give him a knockup step 3: give him a shield step 4: give him a dash step 5: give him a 3-hit passive

Warlord Rhinark11/23/2018, 2:47:59 PM1 votes

(rough sketch)

Passive - Pain is Happiness (another Grey Health Passive basically)

  • Dr. Mundo stores 20 - 40 - 60 - 80% (based on Ultimate rank) of his Health costs and the Damage he takes (calculated post-mitigation) as Grey Health on his health bar.

  • Dr. Mundo consumes Grey Health to Heal for the same amount, based on 20 - 30 - 40 - 50% (based on Ultimate rank) of the Damage he deals (calculated post-mitigation).

  • Example: Dr. Mundo is level 16. He has 3000 Total Health. He takes 1000 Damage and 800 of it is converted into Grey Health. He then deals 500 Damage, which causes him to Heal back 250 Health and leaves him with 550 Grey Health left.

Q - Infected Cleaver 10 / 9 / 8 / 7 / 6 second cooldown.

  • ACTIVE: Dr. Mundo expends 6 - 7 - 8 - 9 - 10% of his maximum health to hurl a cleaver in the target direction, dealing 30 - 60 - 90 -120 - 150 (+ 100% AD) Physical Damage to the first enemy it hits and slows for 10 - 20 - 30 - 40 - 50% for 2.5 seconds.

  • PASSIVE - Infection: Infected Cleavers Infect the target, giving them Grievous Wounds, dealing 2 - 4 - 6 - 8 - 10% current health magic damage on impact immediately, and then the same damage every 2.5 seconds over 10 seconds (4 procs in total) with a 10 - 20 - 30 - 40 - 50 minimum damage threshold for every instance of damage. After the damage over time effect expires, the target becomes Immune, unable to be Infected again for the next 10 seconds. Additional Infected Cleaver hits on an Infected target refreshes the duration.

  • Everytime the damage over time procs (at 2.5 seconds, 5 seconds, 7.5 seconds and/or 10 seconds), the Infected target Infects a nearby allied unit within 500 range, prioritizing allied units with the highest missing health. Dr. Mundo can also get Infected himself.

  • If the Cleaver doesn't hit any targets or encounters terrain, the Cleaver will get stuck. Dr. Mundo can pick up stuck Cleavers to reduce the maximum cooldown of Infected Cleaver by 50%.

  • Dr. Mundo refunds the health cost everytime he lands a killing blow with an Infected Cleaver, but still keeps the Grey Health he got from using it.

  • Example: Dr. Mundo has 5 ranks in Infected Cleaver. He expends 10% of his maximum health and hurls an Infected Cleaver which hits an enemy melee minion. After 2.5 seconds, it Infects another enemy melee minion nearby. After another 2.5 seconds, the original minion Infects a third enemy melee minion nearby, but the duration on itself is over, meaning it is now Immune. The second melee minion Infects a nearby allied Renekton.

W - Burning Agony 14 / 13 / 12 / 11 / 10 second cooldown.

  • ACTIVE: Dr. Mundo expends 6 - 7 - 8 - 9 - 10% of his maximum health to throw a volatile concoction at the target area, dealing 50 - 100 - 150 - 200 - 250 magic damage (+ 50% AP) and leaving Scorched Earth on the ground for 5 seconds.

  • Enemy units that step into the Scorched Earth are dealt 20 - 40 - 60 - 80 - 100 (+ 20% AP) magic damage every 0.5 seconds and sets them On Fire! for 5 seconds.

  • PASSIVE - ON FIRE!: Enemy units that are On Fire! take 10 - 20 - 30 - 40 - 50 (+ 10% AP) magic damage every second over 5 seconds. The duration is refreshed every time they take damage from Scorched Earth.

  • Dr. Mundo can also set himself On Fire!, dealing the same damage to himself. Dr. Mundo gains 10 - 20 - 30 - 40 - 50% bonus Movement Speed, Slow Resistance, and Tenacity for as long as he is On Fire!.

  • Infected Cleavers that are thrown through the Scorched Earth are also set On Fire!, causing the target hit to be set On Fire! as well.

E - Mundo Make Medicine! 1 second cooldown.

  • ACTIVE: Dr. Mundo expends 6 - 7 - 8 - 9 - 10% of his maximum health to stab a target with his syringe, dealing 10 - 20 - 30 - 40 - 50 physical damage and "Curing" them.

  • If the target is an Infected enemy, the target takes the damage over time effect's total damage immediately, removes the damage over time effect and makes the target Immune.

  • If the target is Dr. Mundo, he removes any Infection from himself, makes himself Immune, and gains 1% bonus AD equal to 2% of missing health for 5 seconds with a minimum threshold of 10 - 20 - 30 - 40 - 50 bonus AD and a maximum cap of 60 - 70 - 80 - 90 - 100 bonus AD.

  • If Dr. Mundo succesfully "Cures" an Infected target, he refunds the health cost, keeps the Grey Health he got from using it, and reduces the cooldown on Adrenaline Rush by 5%.

R - Adrenaline Rush 200 / 150 / 100 second cooldown.

  • Dr. Mundo expends 10 - 15 - 20% of his maximum health to stab himself with his most powerful concoction, causing him to rapidly start regenerating his Grey Health over 10 seconds. He also gains 1% damage reduction for every 2% missing health and the heal on his passive is no longer dependent on his Grey Health reserves over the duration.